Apollo Light Based Shaders are a new PBR shader system available on Unity’s Asset Store. Based on Unity’s standard shader but with advanced controls over over ambient and global illumination, a custom subsurface saturation control called “Prometheus”, and a system for updating individual reflection map “drops” per shader are all promising, but the (unreleased) skin shader may be its strongest asset.

Blend Shape Presets Tool for Unity generates templates of blendshapes presets that can be shared between different characters that have the same set of blend shapes (ie: figures created using the same figure creation system). Dependent sub-meshes like teeth and eyelashes are not supported yet, but the author has promised to look into it.

“You can easily create facial expressions by combining multiple blend shapes into presets. Each preset is controled by a single parameter. So it’s easy to include the API in your game script.

“You can create different templates with variations using the same expression name, so you can create differences between characters without any line of code, just by changing the template.

“Another advantage is that you don’t have to deal with the original blendshapes names, you can use your own naming. If two characters don’t have the same blend shapes names, you can unify them with two template files (one for each character) using the same presets names.

With UMotion Community you can create as many animations as you like using the well known forward kinematics approach. All basic features like Root Motion, Animation Events,… are included.

With UMotion Professional you’re able to import and edit animations created in external applications (including motion capture animations). With the Inverse Kinematics and the Child-Of constraint you can create good looking animations even faster.